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Character Animation: 2D Skills for Better 3D PDF

298 Pages·2007·12.38 MB·English
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Prelims-K52054.qxd 2/6/07 5:18 PM Page i Character Animation: 2D Skills for Better 3D This page intentionally left blank Prelims-K52054.qxd 2/6/07 5:18 PM Page iii Character Animation: 2D Skills for Better 3D Second edition Steve Roberts AMSTERDAM (cid:127) BOSTON (cid:127) HEIDELBERG (cid:127) LONDON (cid:127) NEW YORK (cid:127) OXFORD PARIS (cid:127) SAN DIEGO (cid:127) SAN FRANCISCO (cid:127) SINGAPORE (cid:127) SYDNEY (cid:127) TOKYO Focal Press is an imprint of Elsevier Prelims-K52054.qxd 2/6/07 5:18 PM Page iv This eBook does not include ancillary media that was packaged with the printed version of the book. Focal Press is an imprint of Elsevier Linacre House, Jordan Hill, Oxford OX2 8DP, UK 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA First published 2004 Second edition 2007 Copyright © 2007, Steve Roberts. Published by Elsevier Ltd. All rights reserved The right of Steve Roberts to be identified as the author of this work has been asserted in accordance with the Copyright, Designs and Patents Act 1988 No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means electronic, mechanical, photocopying, recording or otherwise without the prior written permission of the publisher Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone ((cid:1)44) (0) 1865 843830; fax ((cid:1)44) (0) 1865 853333; e-mail: [email protected]. Alternatively you can submit your request online by visiting the Elsevier web site at http://elsevier.com/locate/permissions, and selecting Obtaining permission to use Elsevier material Notice No responsibility is assumed by the publisher for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions or idead contained in the material herein. British Library Cataloguing in Publication Data Roberts, Steve, 1941– Character animation : 2D skills for better 3D. – 2nd ed. 1. Animation (Cinematography) – Handbooks, manuals, etc. 2. Figure drawing – Handbooks, manuals, etc. 3. Computer animation – Handbooks, manuals, etc. I. Title II. Roberts, Steve, 1941–. Character animation in 3D 778.5(cid:2)347 Library of Congress Number: 2007921137 ISBN-13: 978-0-240-52054-4 ISBN-10: 0-240-52054-8 For information on all Focal Press publications visit our website at: www.focalpress.com Typeset by Charon Tec Ltd (A Macmillan Company), Chennai, India www.charontec.com Printed and bound in Great Britain 07 08 09 10 11 10 9 8 7 6 5 4 3 2 1 Prelims-K52054.qxd 2/6/07 5:18 PM Page v contents foreword xi preface xiii acknowledgements xv chapter 1 introduction to 2D-animation working practice 1 how animation works the 2 basics 2 frames per second 2 what you need for your studio 3 animation paper 3 peg bar 3 light box 4 x-sheets 4 line tester 9 pencils 11 let’s get animating 11 key to key animation 11 animating straight ahead 13 flipping, flicking and rolling 13 flipping 13 flicking 14 rolling 17 how to use a line tester to help your animation 18 how this book works 19 chapter 2 matter and the animation of inanimate objects 28 inanimate objects 29 weight 29 environment 30 solidity 30 force 30 construction 30 how to animate inanimate objects 30 the animation of solids 31 a bowling ball 31 Prelims-K52054.qxd 2/6/07 5:18 PM Page vi vi contents a soccer ball 32 a balloon 33 a water-filled balloon 33 the animation of liquids 35 a drip 35 a splash 36 object falling into water 36 chapter 3 the construction of a simple character, its articulation and balance 48 basic human anatomy 49 the spine 50 the rib cage 50 the pelvic girdle 51 the skull 51 the shoulders 51 joints 52 plane joints 52 pivot joints 53 hinge joints 53 ball-and-socket joints 53 saddle joints 53 condyloid joints 54 moving in arcs 54 how to design a basic human character 55 complexity 56 the graphic nature of characters 56 strong silhouettes 57 weight and balance 57 how to design a 3D character 59 planning a scene 61 animating your characters 62 how to build and rig a simple 3D character 80 skin and bones 81 child of the joint 81 first get your body parts 83 putting bones in your man 83 setting up eye controls 85 setting up the legs 85 chapter 4 timing, anticipation, overshoot, follow-through and overlapping action with an animated character 87 timing 88 anticipation 90 Prelims-K52054.qxd 2/6/07 5:18 PM Page vii contents vii how much anticipation 91 force 92 acting and anticipation 93 double takes! 93 speed and surprise 94 anticipation during a move 94 varying the amount of anticipation 95 other ways of using anticipation 96 follow-through 96 follow-through of inanimate objects 97 follow-through of animate (living) objects 98 overlapping action or overshoot 101 vibration 103 chapter 5 human walks and runs 113 walk cycles! 114 walking 115 pace 115 walking mechanics 116 the four basic positions of a walk 116 the stride positions 116 the cross over positions 117 shoulder movement 118 arm movement 120 up and down movement of the body 120 walk cycles displaying different moods 121 external influences 128 two people walking together 129 running 129 chapter 6 animal walks and runs 136 the four types of animal locomotion 137 construction of an animal 137 pantomime horse 137 cartoon four-legged walks 139 correct four-legged animal construction 140 animal leg and foot construction 140 animals with paws 140 a dog walk 141 a cat walk 145 animals with cloven feet 146 animals with hooves 146 flat feet 147 animal runs 148 Prelims-K52054.qxd 2/6/07 5:18 PM Page viii viii contents trotting 148 cantering 149 galloping 150 transverse or rotary gallops and canters 151 chapter 7 animation of fish and snakes 158 fish 158 how they swim 159 drag 159 two swimming types of fish 160 schooling (shoaling) 160 swimming mammals and flatfish 161 rays 161 fins 161 snakes 162 basic movement 162 concertina movement 163 crotaline (sidewinder) movement 163 chapter 8 animation of birds 170 flying 170 wings – insects and humming bird 172 chapter 9 animation of acting – body language 178 acting 179 method acting 180 theatrical acting 180 consequence 180 emotions 181 introduction to Laban Movement theory 182 kinesphere 182 space, time, weight and flow continuums 183 eight basic efforts 183 pressing 183 flicking 183 wringing 184 dabbing 184 slashing 184 gliding 184 thrusting 184 floating 184 Prelims-K52054.qxd 2/6/07 5:18 PM Page ix contents ix general body language 185 basic body postures 186 open body postures 186 closed body postures 187 forward body postures 187 back body postures 187 responsive 187 reflective 189 fugitive 190 combative 191 palm, hand, arm and leg gestures 192 palm gestures 192 hand gestures 192 arm crossing 193 leg crossing 194 acting out a scene in animation 195 the use of video footage to help your animation 198 the seven questions of character 199 the different sorts of animation acting 200 animated radio 200 pose-to-pose animation acting 201 full animation acting 201 mime 202 analysis of a character 203 building a more sophisticated character 208 chapter 10 animation of acting – facial expressions 214 emotions 215 the eyes 217 facial expressions 219 happiness 219 a smile 219 sadness 220 surprise 221 fear 222 anger 222 disgust and contempt 223 interest 223 pain and distress 224 combination of facial expressions 225 head angle 226 hand-to-face gestures 226 evaluation 227 deceit 227 stress 228

Description:
Improve your character animation with a mastery of traditional principles and processes including weight and balance, timing, walks, birds, fish, snakes, four legged animals, acting and lip-synch. Traditional animation skills and techniques are presented in both 2D and 3D space. The companion CD fea
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